God of War : Ragnarok
Role: Sr. Locomotion Design
- Core movement models for all characters
- Combat, unaware/patrol, and base movement included.
- Focused on visual quality without compromising responsiveness
- Set up complimentary systems
- Carrying objects
- Enemies using dynamic base poses based on state and weapon types
- Etc.
- Traversal
- Maintain and refined all forms of traversal for every character in the game
- Jumps, Climbing, Crawling, and more
- Implemented custom traversal animations per narrative, systems, and LD needs
- Maintain and refined all forms of traversal for every character in the game
- Vehicles
- Tune core movement models of vehicles
- Clean up all transitions between entering and exiting the vehicles
- Support for various systems that required vehicles
- Traversal, animations based on conditions, support for head-tracking regarding scents, etc.
- DualSense
- Focused primarily on systemic movement, traversal, and vehicles based DualSense
- Supported transitions between gameplay and cinematics with supplementary DualSense
- Other
- Support and refine various transitions between gameplay and narrative moments.
- Overhaul and support global approach systems alongside AI and Anim Tech Leads
- Implement base enemy “jiggle” reaction system across enemy cast
- Reaction based systemic hits that play on-top of core combat animations to sell hits but not affect gameplay intent
- Support combat team in regards to custom animation needs for various scenarios and system
- Setup and blending in and out of various moves for full body and head IK